The day has finally arrived! We've been hard at work and have plenty of exciting new updates, fixes, and surprises to share with you. All for your enjoyment. Read on... if you dare!
Menu
New Menu in 3 Dimensions!!!
Keybind Support - Finally, change keys to your liking!
Score Screen - Now after successfully feeding the King Queen youāll see how well you did. Or if you fail, how well you didnāt!
Localization to a bunch of languages!
English
French
German
Spanish
Simplified Chinese
Ukrainian
Russian
Swedish
Online
Join Random Games - Now you are able to join random games! Meet new goblins from other tribes! Just be nice to each other or Iāll be very cross with you.
Game State now restarts properly upon Game Over, allowing players to start anew without having to host a new game.
You can now join your friends through steam by using the friends list
Character Customization
Players are now able to customize their goblin even further! Change hairstyle, hair color and more!
Player Animation Overhaul
The player goblins have received a new system containing many new dynamic animations using IK.
Other players can now see you interact with the torch, readying for a throw, switching items, holding different types of objects and more!
Optimization
Big overhaul where the game is now being rendered at a lower resolution instead of shader pixelation, improving performance drastically on many computers! Less intense for those graphics cards.
Lights in the lobby are no longer as performance intensive as earlier.
Network traffic optimization resulting in much less rubberbanding and desync of player positions, especially during higher latency.
New Bucket Feature - Depth Lever
The bucket now has a lever for deciding what depth to travel to.
Deeper depths means more potential for loot but also dangerā¦
Some environments are only found on certain depths.
The further you get in the game, the deeper you will be able to travel.
Currently there are 3 depths to explore, each containing a different set of maps.
Maps and Environments
New Environment added - Caves
New Environment added - Mines
7 New Maps added to the game for the players to explore!
Items and Shop
New Item Type - Equipment
New Mechanic - Armor. Armor absorbs incoming physical damage but will not save you from allies putting you on fire.
New Equipment - Bucket Helmet
New Equipment - Barrel Armor
New Item Type - Instrument
New Instrument - Horn Flute
New Item - Dice
New Item - Ward
New sound for Bucket Drum
Added support for items to restock when purchased in a shop. Currently used for torches.
Cost and value of shop items rebalanced.
New look for mushrooms. They want to look good too.
Secret Rooms
ā¦shhhh!
New Hazards
New Hazard Type - Crusher Trap
New Hazard Type - Swinging Axes
New Hazard Type - Mushroom Spores
New Hazard Type - Crazy Minecarts
Enemies
New Enemy Type - Slime
New Enemy Type - Fire Fairies
Enemy Health System - Enemies now have health, but that does not mean all of them can be defeated by mere goblinsā¦
Skeleton hunting speed has been reduced and their attack size is now consistent thanks to a bugfix.
Crawlers now attempt to stay more relevant and make more noiseā¦
Gorers can now be defeated.
Gorers now take longer to recover upon missing an attack.
Knights now hold the grabbed player for longer, granting other players a bigger window of opportunity to free them.
Lots of other various other tweaks to the existing enemies in pursuit of better balance in difficulty.
Enemies are now less likely to linger around defeated goblins.
Some enemies are now stunned for longer, depending on what item is thrown, but diminishing returns may applyā¦
Enemy sound rebalancing and visual fixes.
Gameplay
A lit torch in your inventory will now illuminate your surroundings, even if it isnāt currently in your hand.
Dousing a lit torch in water now refreshes their duration.
Guards and shopkeepers in the lobby now respond to incoming itemsā¦
Smaller groups of players no longer have to collect as much food as bigger groups to progress.
Readjusted damage values of most traps, enemies and other hazards.
Player Stamina depletes slower upon sprinting, which means you can run for longer!
Difficulty now tied to Depth level chosen.
Food is now worth more money. Maybe trade a steak for a torch?
āTrips signā added in the lobby to show your progress towards the next feeding sequence
The food value of eating a goblin now more accurately reflects the amount of meat found on a scrawny goblin.
Entrances and exits now emit a faint glow and some dust to make them easier to spot from a distance.
More things found in the player surroundings, such as candles, can now be lit by torches
Crosshair added to assist in aiming during the Throw action
Chests now have a tiny chance to contain a mystery surprise :)
Bug Fixes
Items no longer sometimes disappear from the container supposed to keep them safe. (It had one jobā¦)
Improved Networking and bug fixes for existing Traps
You no longer get startled by one million sounds at the same time upon joining someone's lobby.
Fixed many issues with items desyncing between players.
The Gong/Dinner bell can no longer be rung twice, resulting in a quick defeat.
Enemies now mask their fear signals to the player properly when they are being sneaky little rascals.
Fixed issues where players would catch fire just by walking through another player that had a torch in their inventory. (It was fun seeing players blame one another but sadly we decided to fix it)
Many issues with the bucket Map not working properly have been fixed.
Fixed an issue where the Speaking Stone would not work for players using Voice Activation.
Improved Bucket Stability during higher latency.
Feedback when putting items in the feeding plate or the selling plate are now displayed to all players properly.
Fixed an issue where Skeleton attacks would attack further if facing certain directions.
Fixed an issue where seeing in the dark sometimes wouldn't work in staircases.
Video Tab in settings is no longer called āAudioā
Audio Tab in settings is no longer called āVideoā
Fixed some issues where SFX and Music wouldnāt adhere to their respective sliders.
Fixed an issue where items would be indestructible when thrown.
So many bugfixes, like⦠who wrote this code in the first place, goblins? Haha. Anyways. There were a lot of bugsā¦
Many more bugs added⦠probably.
We hope you love all the new updatesāwe promise there's more to come soon! Gather your friends and get ready to dive into the chaos of the Pit. See you down there!
Demo for next fest! Game is to be released not to long after the next fest, probably Q2 or Q3, will see. The demo will be the primary deciding factor of the direction for the future of the project, as this is the first release I am working on and have no idea how good, bad, stupid, ugly it will go. Final release could be completely different for all I know, and fall for the usual well known production monster that me call scope creep ;(.
So far the plan is a simple scope, in style of asteroids, diep.io, survivors roguelike with potentially some spaceship customization (hopefully), we will see :)
With the addition of character-specific skills, certain aspects of the existing feat system were no longer a good fit, so we have revised the system.
ā The way damage is applied has been modified to be more intuitive. ā Feats related to shields have been added. ā Feats related to barriers have been added. ā Effects that enhance skill attributes have been added.
The general details are as follows.
Detection Critical hit rate increases by 5% per level. When a critical hit occurs, there is a 20% chance per level to apply a wound stack.
Super Shot Attribute: Chain damage increases by 10% per level. (Skills with the Chain attribute cause wound stacks to explode for additional damage)
Strike Critical hits occurring while a shield is active deal an additional 10% damage.
Knockback Attacking a giant monster's leg or a fallen enemy deals an additional 5% damage per level. Enemies in the air are also considered.
Finishing Blow Attribute: Brutality damage increases by 10% per level. (Brutality attribute deals double damage when attacking fallen enemies or based on the topple value of giant monsters)
Defenseless Attacking from behind with the Brutality attribute increases damage by 15% per level. Airborne status is also considered.
Expose Weakness Attacking a monster's head or stunned enemies deals an additional 5% damage per level.
Hard Strike Attribute: Subdue damage increases by 10% per level. (The Subdue attribute deals double damage when attacking stunned enemies or based on the stun value of giant monsters)
Bloodbath When detonating 5 or more wound stacks at once, restore 1 health per level.
Radiating Warmth While a shield is active, deals an additional 10% damage per level.
Combat Boost When a shield is generated through this character's basic attack, their attack power increases by 5% per level for 7 seconds.
Winds of Resurrection When a shield is removed through this character, restore 1 health per level.
Two-Face If the shield is fully stacked, it deals an additional 10% damage per level.
Ninja Back attack bonus increases by 5% per level. Monster aggro is reduced.
Jumper When attacking in the air, damage increases by 8% per level, and stamina recovers by 8 per level.
Rage Explosion Roar duration decreases by 20% per level. Afterwards, critical hit rate increases by 10% per level for 20 seconds.
Engineer Healing and damage from items increase by 10% per level. Bomb damage increases by 20% per level.
Encouragement If there is a living ally within 2m, damage increases by 10% per level.
Fortune Teller Each successful basic attack reduces the ultimate skill cooldown by 1% per level.
Additionally, the damage multiplier applied during combat will be displayed in the upper-right corner.
With the addition of character-specific skills, certain aspects of the existing feat system were no longer a good fit, so we have revised the system.
ā The way damage is applied has been modified to be more intuitive. ā Feats related to shields have been added. ā Feats related to barriers have been added. ā Effects that enhance skill attributes have been added.
The general details are as follows.
Detection Critical hit rate increases by 5% per level. When a critical hit occurs, there is a 20% chance per level to apply a wound stack.
Super Shot Attribute: Chain damage increases by 10% per level. (Skills with the Chain attribute cause wound stacks to explode for additional damage)
Strike Critical hits occurring while a shield is active deal an additional 10% damage.
Knockback Attacking a giant monster's leg or a fallen enemy deals an additional 5% damage per level. Enemies in the air are also considered.
Finishing Blow Attribute: Brutality damage increases by 10% per level. (Brutality attribute deals double damage when attacking fallen enemies or based on the topple value of giant monsters)
Defenseless Attacking from behind with the Brutality attribute increases damage by 15% per level. Airborne status is also considered.
Expose Weakness Attacking a monster's head or stunned enemies deals an additional 5% damage per level.
Hard Strike Attribute: Subdue damage increases by 10% per level. (The Subdue attribute deals double damage when attacking stunned enemies or based on the stun value of giant monsters)
Bloodbath When detonating 5 or more wound stacks at once, restore 1 health per level.
Radiating Warmth While a shield is active, deals an additional 10% damage per level.
Combat Boost When a shield is generated through this character's basic attack, their attack power increases by 5% per level for 7 seconds.
Winds of Resurrection When a shield is removed through this character, restore 1 health per level.
Two-Face If the shield is fully stacked, it deals an additional 10% damage per level.
Ninja Back attack bonus increases by 5% per level. Monster aggro is reduced.
Jumper When attacking in the air, damage increases by 8% per level, and stamina recovers by 8 per level.
Rage Explosion Roar duration decreases by 20% per level. Afterwards, critical hit rate increases by 10% per level for 20 seconds.
Engineer Healing and damage from items increase by 10% per level. Bomb damage increases by 20% per level.
Encouragement If there is a living ally within 2m, damage increases by 10% per level.
Fortune Teller Each successful basic attack reduces the ultimate skill cooldown by 1% per level.
Additionally, the damage multiplier applied during combat will be displayed in the upper-right corner.
Hello everybody! 17'th of December, 2024, - this is time for both the monthly update, as well as the last update post of the year, so we'll try to sum up what we've done this year!
Most importantly we aaaalmost finished the demo we talked about in September. There's still a few things that could use a bit more polish, and with the Christmas break comes some much needed free time to make that happen. Luckily in small indie dev, deadlines are guidelines, so we can have a little extra studio time as a treat š
We hope that despite the holdup you'll hang around for it - or even more, we're really counting on it! We'd love our small community to be the first people to enjoy, and praise or roast our work š We'll keep you updated on how that's going. For now, a few maps and animations need polish as well as general audio design. (We were so focused on everything else that we completely forgot it exists in some areas š )
If you're interested - be sure to join our discord for more info, but even if you don't - we will let you know here!
We're super excited. And we hope you are, too!
Honestly, this year was a bummer of a time, sure a lot of people can relate. It wasn't easy, but we kept soldiering on, and today we have what is almost a finished, polished demo š Exactly a year ago we showed you our first truly finished background drawing as a milestone - today? The game is full of them, with even more detail and flare, for now as far and wide as the demo goes š„
...oh, and this year, we managed to do 11 montly update posts, and as most of you know, there are 12 months in a year- that's possible personal best beating territory for 2025 šŖ š¦ Karibu strong
Ghost of Fall as a whole is shaping up to be one heck of a massive project, but with our ever-growing experience, we're only getting better at making it, so we think we'll still be going strong this time next year, too!
If so, we hope we'll see you all in here for the next Christmas - maybe even there'll be more of us!
Merry Tuesday! (Not Christmas yet sadly) Karibu Digital Entertainment Felocai Ravioli Absent
We're hard at work creating new content for you all to enjoy (aside from those of us working on R&D to improve performance, which is looking very promising - more word on that soon!) But while you all are waiting on the new content, we thought we'd address a few bugs and quality of life requests you've brought to our attention:
Changelog
Added
The augment slot type is now indicated in the gun upgrade, gun inspect, and the arms dealer screens
Inspecting locked augments in the gun upgrade screen will now tell you how to unlock them
You can now unequip all assigned airdrops at once in the airdrop scheduler by pressing X
A small toast will now appear when a drone levels up displaying what upgrade it has applied to the gun
Change To Drone's Special Power
When a player levels up their Special Power increases immediately and not when they collect the airdrop. Previously, the drone would level up at the same time it took an augment or tuning, only gaining Special Power when it did so. This was fine for most cases, but some players have started doing challenge runs where they never take tunings or never take augments. Even if a player doesn't collect their augment or tuning, they would still get Special Power from leveling up... but the drone made from that run wouldn't, because it previously only got Special Power when it added an augment or tuning.
We've changed it so that instead of just keeping track of when the weapon gained an augment or tuning, we also keep track of when the player leveled up. That way, if a player levels up but doesn't collect their augments or tunings, the drone made from that run will still gain Special Power up to the same level the player did at the same time the player did in the run they crafted the gun.
Other Changes
Effects that cause bullets to explode (Explosive Ammo, Eponymous Nimrod's Barrel, RPG, Hydra Minimissle Swarmer) now stack their areas (not radius) instead of replacing each other
English localization improvements
French localization has drastically been improved
Fixed
Fixed an issue where Special Power was not being calculated correctly while using a gun in the Home Ship
Fixed an issue where the hitsplats spawned by the target dummies in the home ship were displaying incorrect damage numbers
Fixed an issue where Splitter Magazine and Splitter's Eggsac would overwrite each other. They now stack as intended
Fixed an issue where Projectile Damage could scale out of control if two specific augments were taken together
Fixed an issue that caused the Drone Scout ability to give 2.5x more Vision Range than intended
Fixed an issue that prevented the Scavenger and Vandalism missions from correctly detecting completion
Fixed several crashes that could occur
Thank you all so much for the overwhelming support. We wonāt rest until NIMRODS is a game you can play foreverābecause every run should be another masterpiece of absurdity.
If you haven't already, come join our official Discord server:
As our closed beta is getting to its end (we'll close it completely on 23rd of December), we'd like to point out a couple of things.
We absolutely appreciate your feedback.
We hit 21,000 wishlists on Steamāgood for us, good for you, and totally good to know. It's a guarantee that we'll continue to work hard on the game, and we're motivated AF.
Seems it was too early to show you the second test, as nothing major has changed. Lesson learned.
The estimated release date will be moved to a more realistic end of the summer of 2025.
From now on, we're putting our heads down (Earth's inner core kind of down) to design and work on the game. We're in a situation where we can more or less not care about marketing much (by the way, our budget is $0) and focus on the main thing: a holistic, complex, engaging, and fun game to play.
This doesn't mean weāll stop sharing updates; in fact, it's the opposite. You'll receive game updates on a monthly basis here on Steam (and bi-weekly on our Discord server).